A pirate crew sails toward a sunlit island harbor in Pockie Pirate World.

Ship Upgrades

Follow the ship side of progression, with vessel management treated separately from navigation and crew equipment.

Planned

The vessel is part of the adventure

A ship belongs at the centre of a pirate game, and vessel progression has its own place in this rebuild. It is related to sailing, but it is not the same system: reaching a destination and improving a vessel are different player actions. They need their own information, controls and results.

This page is deliberately an overview rather than an upgrade recipe. We do not yet have a closed measurement of ship-upgrade behaviour that would support a trustworthy completion percentage here. Publishing a sequence of costs or unlock levels without that evidence would turn a development guide into an unreliable promise.

What the reconstruction has to connect

A useful vessel screen needs to make the current state understandable and make the consequence of a choice clear. Where an action changes an owned resource, that change has to appear consistently afterward. The same principle applies to the ship as to a crew member: the screen, the underlying account and a later visit must describe the same result.

Original interface recovery matters in this area. A vessel view has a purpose of its own and should follow the recovered layout and interactions for that view. Showing a ship illustration or a generic panel cannot establish that the full vessel-management experience has been restored. Visual work and working progression remain separate questions.

Why there is no percentage

The public board marks this area as not yet counted rather than assigning it a zero or borrowing progress from sailing. That is a measurement gap, not a claim that no work exists. A complete inventory must first connect the required upgrade behaviours to their implementation and the tests that exercise them.

Use the sailing and trade page for the measured navigation system, and gear and enhancement for equipment on the crew side. The counting method explains how unknown coverage stays visible while other parts of the adventure move forward.